Yeah, I couldn’t procrastinate on deciding whom to vote for anymore, so I spent a dozen hours or so getting that done, and now I’m in recovery mode. Will post a turn when I feel up to it.
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Haunt trades with Jandra
Bone Collector - ($5)
Skeleton - ($4)
Tech II: Necromancy - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Bone Collector (3/3A)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout:
In Play:
L1 Garth Torken (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 4
Gold:
Gold: 0
Workers: 8
Thoughts
Setting up for a maxband fetch, and aiming for mass Skeleton production again, though I plan to tech in some anti-Orpal countermeasures before the reshuffle this time around. Putting the Bone Collector on point to soak the Baron’s overpower damage, will be sad to lose him though.
Looks like I was barely fast enough this time? Thank you, shuffler!
P2T4
Tech StartingHand Workers
TECH
Skeletal Lord
Skeletal Lord
STARTING HAND
Thieving Imp
Deteriorate
Sacrifice the Weak
WORKERS
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator
Thieving Imp
NextHand
Graveyard
Bone Collector
Discard
Pestering Haunt
Skeletal Archery
Necromancer
Necromancer
Deteriorate
Sacrifice the Weak
Skeletal Lord
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Deteriorate Imp
Skeleton - ($6)
Sacrifice the Weak, new Skeleton and Baron die - ($4)
Collector kills Vandy
Maxband Garth, fetch Skeletal Lord - ($0)
Garth and a Skeleton break Tech II
A Skeleton reduces Tech I to 3 HP
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (2/2)
Technician: Skeletal Lord (3/3)
Lookout:
In Play:
L7 Garth Torken (3/4)
Bone Collector (3/1)
Skeleton (2/2)
Skeleton (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 2
Deck: 1
Disc: 7
Gold:
Gold: 0
Workers: 9
Thoughts
Tech II: Disease, eh? That implies Abominations, the natural enemies of Skeletons! I can’t allow that, and luckily I have spells in hand that can put a stop to it!
Jandra
Abomination
Dark Pact
Graveyard
Cursed Ghoul
Worker
Jandra
Tech
Plague Spitter + Nether Drain
Get paid + float + scavenger ($10)
Worker ($9)
Rebuild Tech 2
Hire Garth ($7)
Maxband Garth ($1) a Plague Spitter rises from its Grave!
A Bony Boi rises as well ($0)
WORKERS
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator
Thieving Imp
NextHand
Sacrifice the Weak
Summon Skeletons
Tech 2 card(s)
Get Paid - ($9)
Graveyard - ($7)
Drakk Ramhorn, midband - ($2)
Bone Collector trades with Plague Spitter
2 Skeletons trade with Garth, Drakk maxbands
Bone Collector, hasty, kills Scavenger - ($0)
Garth and Skeleton break Tech II
Skeletal Lord breaks Tech I
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L6 Drakk Ramhorn (3/4A) Dies: 1 base damage
Elite:
Scavenger: Skeleton (2/2) Frenzy 1
Technician: Skeleton (2/2) Frenzy 1
Lookout:
In Play:
Graveyard (3)
L7 Garth Torken (3/4)
Skeletal Lord (3/3) Frenzy 1
Bone Collector (3/2) Haste, frenzy 1
Skeleton (2/2) Frenzy 1
In Graveyard:
Bone Collector
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 2
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Gonna cycle in the Commanders in case I can get enough Skeletons to summon one in, as I think I have enough of a board presence to hold off D&D without teching in spells.
Okay, as P1 I’m at a disadvantage in the Tech II race, and I know from experience that disadvantage can be deadly, so this time I’ll try working in some countermeasures… Executioners and/or spells, details TBD…
Sacrifice the Weak
Bone Collector
Skeleton Javelineer
Deteriorate
Bone Collector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Haunt and Skeleton trade with Imp
Garth kills Haunt
Skeleton - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout:
In Play:
L1 Garth Torken (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
I think I can afford to let my countermeasures slide for this reshuffle; he shouldn’t be able to afford anything too scary right out the gate. Going with Collectors again gives me efficient early combat strength and makes it look like I’m using the same unit-centric strategy again, perhaps?
Alright, can’t put this off any longer… what to do… Doom Grasp, I guess? As long as I can keep Garth alive, but… enemy Garth could use a Doom Grasp of his own. Hmm… guess I’ll try Executioners, as they don’t depend on having a specific hero and can also be used for defense.